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RPG Evolution: Solving the Gnome Problem
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<blockquote data-quote="Oofta" data-source="post: 8695951" data-attributes="member: 6801845"><p>I gave my answer for halflings over on the other thread and, likewise, I have no problem including gnomes in my campaign.</p><p></p><p>Gnomes basically fall into two groups, nature (forest) gnomes and tinker (rock) gnomes. Nature gnomes use illusion and camouflage to live in forests or other natural environments, preferring to avoiding notice when possible. People can walk through a nature gnome village without even realizing it. Nature gnomes work with the natural environment around them. They view small animals as friends and allies, an extension of their community so that everyone can live in harmony. On the other hand they are fierce fighters when their homelands are threatened, using their knowledge of the local environment, stealth and clever traps to fend off far larger foes.</p><p></p><p>Tinker gnomes on the other hand love to create and experiment. At times their creativity goes too far as they have a tendency to show off complexity over function. Tinker gnomes are also adept at illusions, so it often ends up being integrated into flashy displays in their homes and towns. I sometimes describe the largest tinker gnome city in my world as a fantastical Las Vegas, with creative installations designed to draw attention to local businesses augmented by illusions. Some people believe that the gnomes exaggerate this tendency for creativity to appear a bit crazy. After all, an enemy you cannot understand or predict is a very dangerous enemy indeed!</p><p></p><p>Both forest and rock gnomes can frequently be found living with other races, although if there is a large enough percentage they tend to cluster together. Forest gnomes will live in park-like environments and rock gnomes tend to make neighbors nervous. In either case they will frequently be sages, keepers of knowledge and experts at all things mystical or obscure.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8695951, member: 6801845"] I gave my answer for halflings over on the other thread and, likewise, I have no problem including gnomes in my campaign. Gnomes basically fall into two groups, nature (forest) gnomes and tinker (rock) gnomes. Nature gnomes use illusion and camouflage to live in forests or other natural environments, preferring to avoiding notice when possible. People can walk through a nature gnome village without even realizing it. Nature gnomes work with the natural environment around them. They view small animals as friends and allies, an extension of their community so that everyone can live in harmony. On the other hand they are fierce fighters when their homelands are threatened, using their knowledge of the local environment, stealth and clever traps to fend off far larger foes. Tinker gnomes on the other hand love to create and experiment. At times their creativity goes too far as they have a tendency to show off complexity over function. Tinker gnomes are also adept at illusions, so it often ends up being integrated into flashy displays in their homes and towns. I sometimes describe the largest tinker gnome city in my world as a fantastical Las Vegas, with creative installations designed to draw attention to local businesses augmented by illusions. Some people believe that the gnomes exaggerate this tendency for creativity to appear a bit crazy. After all, an enemy you cannot understand or predict is a very dangerous enemy indeed! Both forest and rock gnomes can frequently be found living with other races, although if there is a large enough percentage they tend to cluster together. Forest gnomes will live in park-like environments and rock gnomes tend to make neighbors nervous. In either case they will frequently be sages, keepers of knowledge and experts at all things mystical or obscure. [/QUOTE]
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